Satisfactory Hypertubes: Entrances, Speed and Cannons
Why your Hypertube Entrance keeps sliding out of place, how to lock it down, and what actually decides how fast you travel through a tube network.
Hypertubes are the cheapest fast travel in the game and the fiddliest thing to build. Almost every problem with them comes down to one of two things: the entrance not staying where you put it, or the network not being as fast as you expected.
Why the entrance will not stay put
The Hypertube Entrance is not a normal building. It does not snap to foundations the way a Constructor does; it snaps to the tube, and the tube is a flexible spline. When you place an entrance and then attach or adjust the tube behind it, the entrance gets dragged along with the geometry.
The reliable fix is to build in this order:
- Place the entrance first, on a foundation, and let it settle.
- Attach the tube to the entrance, running outward from it.
- Do not re-drag the tube segment closest to the entrance afterwards.
If the entrance has already wandered, dismantle it and the first tube segment, then rebuild in that order. Trying to nudge it back into place rarely holds, because the tube still owns the anchor point.
A second trick that helps on rough ground: put the entrance on a foundation rather than on terrain. Terrain placement gives the spline more freedom to shift.
What actually decides your speed
Two things, and one of them surprises people.
Tube length before the exit. You accelerate continuously while inside the tube. A short tube never reaches high speed no matter how it is built. This is why a 50-metre hop feels barely faster than walking and a 2 km run feels like a rocket.
Vertical drops and loops. Going downhill adds speed, going uphill costs it. Loops and spirals are not decoration — players use them specifically to build up speed in a small footprint before launching into the main run.
What does not matter: the number of tube segments, whether the tube is straight or curved, or how many entrances are on the network. There is no per-segment friction.
Power draw is not zero
Each Hypertube Entrance draws power continuously, whether or not anyone is using it. The tube segments themselves are free. On a large network with many entrances this adds up, and it is a common source of “where is my power going” confusion on an early-game grid.
If you have entrances scattered around for convenience and your grid is tight, that is a real cost worth auditing.
Hypertube cannons
A cannon is not a separate building. It is a construction pattern: a short tube with a sharp upward exit, which launches you out at whatever speed you had built up. Add a long acceleration run before the exit and you can cross a large part of the map in one arc.
Two things make cannons practical rather than lethal:
- You take no fall damage from a hypertube exit itself, but you absolutely take it from the landing. Plan a landing point with water, or build a receiving tube.
- A receiving tube catches you if the entrance is roughly aligned with your arc. This is what turns a cannon from a stunt into transport.
Cannons are the reason people build elaborate spiral accelerators. The spiral is purely there to gain speed before the launch segment.
Build costs
The entrance and the tube are both cheap by mid-game standards, which is why hypertube networks tend to sprawl. The constraint is Plastic on the tube segments, and Plastic early is usually contested by other projects.
If you are choosing between extending a hypertube network and running a train line for the same route, the deciding question is whether you need to move items or only yourself. Hypertubes move only the player. A train that already exists for freight is usually the better ride.
Planning a network that is actually useful
A hypertube network earns its keep when it connects places you visit repeatedly, and becomes clutter when it connects places you visited once. Two habits keep it useful.
Terminate at doorways, not at coordinates. An exit that drops you on the roof of a factory is worse than one that drops you at the entrance you actually walk through. Build the exit where you would want to be standing.
Make it bidirectional from the start. A one-way tube is half a connection, and adding the return leg later usually means re-running the whole route because the original was built hugging terrain in one direction. Run the pair together.
For the main trunk between your starting area and your first major production site, it is worth spending the extra Plastic to run the tube high and straight rather than following the ground. Straight runs are shorter, and height gives you free acceleration on the outbound leg.
Hypertube versus the alternatives
For moving yourself around, the realistic options are hypertubes, vehicles on paths, and trains you already built for freight.
Hypertubes win on raw speed over long distances and cost nothing to operate beyond the entrance power draw. They lose on flexibility: the route is fixed in concrete, and changing it means dismantling.
Trains are slower door to door once you count waiting for the train, but they are free if the line already exists for freight. If you are already running ore from a remote site, riding that train costs nothing extra.
Vehicles are the most flexible and the least pleasant. They are useful for exploration and awkward for commuting.
The honest rule of thumb: build hypertubes on the two or three routes you take constantly, and use whatever already exists for everything else. Networks that try to connect everything end up costing more in Plastic and power than the time they save.
Common mistakes
Building the tube first and the entrance last. This is the root cause of the sliding-entrance problem. Entrance first, always.
Expecting a short tube to be fast. Acceleration is continuous. If the run is under a few hundred metres, you will not feel much.
Forgetting entrances draw power. Scattered entrances on a small grid are a real drain.
Landing without a plan. Cannon arcs are fun until the ground arrives.
Sources
- Satisfactory community wiki, Hypertube and Hypertube Entrance pages — power draw, build costs and entrance behaviour
- Game data for 1.2.3.1, build 23855724, stable branch — building costs and power figures